An inconsistent, hand-cramp-inducing control scheme casts a long shadow over …

A control scheme for a game is like the foundation for a house. If it's constructed well, it serves its purpose largely in the background, providing unseen support for the part that people see. But if there's a problem with either a game's control scheme or a house's foundation, it can easily sink the rest of the enterprise, no matter how well it's constructed.

Such is the case with Kid Icarus: Uprising, an imaginative, lighthearted, fun-filled game that ultimately falls on the weakness of some incredibly ill-conceived controls.

Ow, my hand

The major problem with the control scheme for Kid Icarus Uprising is a matter of functional overload on your left hand. Your right hand holds the 3DS stylus, swiping on the bottom screen to control a targeting reticle on the top one. This leaves the left hand to move protagonist Pit with the control stick, to attack with the left shoulder button, and, crucially, to support the entire weight of the system at the same time. It's a cramp-inducing combination of functions that becomes uncomfortable almost immediately, as you struggle to steady the system without accidentally moving Pit, firing a stray shot, or dropping the system into your lap. By the end of most levels I was shaking out my hand just to relieve some of the strain.

The game does come packed with a small, plastic tabletop stand that can be used to support the 3DS, theoretically freeing your hands to actually control the game without supporting the system in a death grip. In practice, though, this stand just replaces the pain in your hand with one in your back as you lean awkwardly over a system that's suddenly become a lot less portable. The only way I was able to play the game semi-comfortably was reclining on a couch, with my knees propped up and my thighs used to support the system. If I wanted to sit up or play while standing somewhere, I ended up having to hook my pinkies awkwardly around the system and jam my palms into the corners just to keep things from literally falling apart.

Aside from practical concerns with holding the system, I found that about half the time stylus controls just weren't precise enough for the type of third-person action game presented in Uprising. The control scheme actually works fairly well during the first part of each chapter, which has Pit flying forward automatically as waves of enemies float in to attack. The ability to dodge a shot in one direction with the analog pad while simultaneously and instantaneously aiming and firing back in another with the touch screen made these old-fashioned shooting sections feel fresh and new.

It's when the levels transition to land-based battles for the second half that the control scheme really starts to fall apart at the seams. The major problem is turning, which is accomplished with a quick swipe on the touch screen that spins your viewpoint like a globe, until you tap the screen again to stop it. It sounds like a fine enough idea in theory, but in practice the touch screen wasn't quite responsive enough when I wanted to turn quickly, and I couldn't get a consistent feel for the momentum of the quick spinning. I constantly found myself either understeering or oversteering as I struggled to get my bearings in areas crowded with enemies on all sides, and often found myself accidentally turning when I just meant to aim at an enemy in the corner of the screen.

The game also makes some odd use of the system's analog controls, requiring the player to smash the control nub violently in one direction to dash or dodge incoming attacks. This is a crucial function that Pit needs to use dozens of times in every level, but the violent physical motions it requires makes the system even harder to hold. Not only that, the game can be frustratingly inconsistent as to whether it considers your input as a dodging smash or simply a gentle nudge that indicates Pit should walk slowly in that direction. This is especially frustrating in situations on narrow platforms, where accidentally dodging instead of walking can send Pit over the edge and into a bottomless hole.

Kid Icarus Uprising trailer

Everything else

I feel bad about dwelling so much on the slipshod controls in this review, because there's really a lot to like about Uprising outside of that one major issue. The story is an enjoyably madcap romp though the world of Greek mythology, as seen through a decidedly anime-inspired lens which turns familiar gods and goddesses (and a few wholly original deities) into hilariously over-the-top stereotypes. This story is mainly told via a nearly constant banter between Pit and his protective goddess Palutena as you play the game, with occasional comments from some surprisingly well-motivated antagonists as well. The light-hearted, self-aware writing mixes a lot of cheesy, sophomoric jokes in with a good dollop of natural character development—I especially liked Pit's characterization as the kind of dweeby, reluctant hero that I would have totally aspired to be up through the age of 15 or so. It's a child-friendly style that's not for everyone, but it made me grin quite a bit and even laugh out loud a few times.

Uprising is divided into short chapters that tend to take only 15 or 20 minutes to get through, which can still feel a bit long in this age of ultra-bite-sized mobile games. But the chapter length means that the highly imaginative environments always seem to change just as they're beginning to wear out their welcome. Despite the game's patina of Greek mythology, Uprising isn't content to settle on the classic aesthetic full of marble columns and ornate statuary. Instead, each new level seems to have an entirely new design concept behind it, and the variety makes each new level an exciting unveiling rather than a chore.

In gameplay terms, the levels themselves are full of enough twists and turns to keep you guessing, with a lot of hidden nooks and crannies for observant players and monotony-busting vehicle and grind-rail sections to break things up. The game has more than its fair share of imaginative monsters to battle too. Each new chapter seems to introduce a small handful of new beasts that differ wildly not just in looks, but also in attack strategies. Merely mashing the attack button won't work on a lot of foes that require precise timing, positioning or specific attack types to take down.

I was also impressed with Uprising's highly dynamic difficulty system, which lets you scale the frequency, resiliency and power of the game's enemies to a very fine degree. Making the game harder means earning more hearts to spend towards buying a frankly incredible variety of weapons (which can, in turn, be combined to create even more weapons). The game is pretty good about monitoring your progress and suggesting a difficulty level that will ride that fine edge between challenging and boring. If you do push things too far and die, though, the game automatically dips the difficulty down without sending you all the way back to the beginning of the level, limiting the frustration factor and encouraging players to really push themselves.

As I played Kid Icarus: Uprising, I couldn't help but think how the game would play on a system that lent itself to a more sensible control scheme, one that allowed its inherent positives to shine through uninhibited. Uprising's control issues don't make the game totally unplayable, but the controls never get out of the way to the extent that you can simply lose yourself in the experience. Instead, you're constantly, actively thinking about how to carefully position the thumbstick and swipe the stylus while managing not to drop the system. In other words, you can get used to the controls, but you can never really forget about them.

I still have fond memories of the original NES game (Eggplant Wizard!) so it's a pity it hasn't kept the legacy alive.

There's actually a _lot_ of callbacks to the original game, both in the conversations between Pit and Palutena and in the enemy designs, so that should be of interest to superfans. But gameplay wise, yeah, it's not even worth mentioning the first game in the same breath.

Hand cramps were what kept me from enjoying Metroid Prime: Hunters on the DS Lite. Having a small touch screen in the middle of a thin and miniscule control surface like the DS portables is already an obstacle, but I'm surprised that even Nintendo's quasi-first-party studio stocked with long-time Nintendo star devs are having trouble with it.

Okay seriously, any game that a/ can turn you into a tempura-fried shrimp and b/ lets you fight with an ice-creamstick shaped Buster Sword is so fucking awesome that I don't care if I have to play the game with my dick as the stylus and getting killed means the case slid slams down on it, I am BUYING!!!

If you do push things too far and die, though, the game automatically dips the difficulty down without sending you all the way back to the beginning of the level, limiting the frustration factor and encouraging players to really push themselves.

This right here kills the game for me unless there's a way to turn it off. I don't want the game to make itself easier, I want a concrete challenge I can overcome through practice and repetition. If I'm not regularly dying in a game, I'm not having fun.

Quote:

WTH??? DS has never been a platform you could hold with your two hands most of the time. The stylus is needed in the majority of the games so it isn't news really.

Most games that use the stylus don't require you to use the control pad and the shoulder button. One or the other is fine, but both is extremely awkward. It's the same problem that ruined the DS Metroid game.

WTH??? DS has never been a platform you could hold with your two hands most of the time. The stylus is needed in the majority of the games so it isn't news really.

Playing stand up is mainly a thing for these simple touch games on smartphones. DS at the subway, you can't do it well. No news...

I haven played, I don't own a 3DS, but the precise thing of the screen might be just you comparing a resistive and your phone's capacitative screen you're used to.

While that's true, most games that use the touchscreen don't ask you to also do complex things with the hand that's holding the system. This is the difference that really makes Kid Icarus stand out in a bad way.

drhodesmumby wrote:

In the hypothetical situation where the controls weren't an issue, how do you think you would have found it Kyle? Would it be a killer app or simply a reasonably enjoyable game?

I can usually put up with control issues if the game is otherwise fantastic.

The game is otherwise very enjoyable. I'm not sure I'd call it a killer app system seller, but it's definitely an unreserved recommendation if the controls were fixed.

I thought Metroid Prime Hunters played great on the DS so I'm not too worried about the controls. The main thing is to not put all the weight of the console into one hand. You simply wedge the bottom right corner of the console into the bottom lower region of your right palm. This allows you to hold the console straight on while stabilizing your right hand for finer stylus control. I only mention this because people don't inuitively pick up on it for some reason.

There does seem to be a stylus free control mode if you explore the options though:

The next iteration of the DS could probably do with another set of triggers along the back towards the centre if possible. That would probably help with controls schemes.

That said, I just tried holding my 3DS as you said and if you hold it in your palm and grasp the back with your fingers, it seems to work and be quite comfortable. It doesn't feel imbalanced this way either. I don't have Kid Icarus: Uprising though so I can't really make a judgement. The only problem I can see is that if the four way directional pad is required, you can't use it easily holding it like I mentioned. Is the pad need Kyle?

you guys have the weakest wrists ever. I saw the same complaints about Metroid Prime Hunters as well, on the original NDS (the big fat 2004 one that was the heaviest). However, myself and most if not all people I know that played the game had absolutely no problem with it. And these were people who played the game for long sessions on end, jumping online and even playing competitively in clans.

Maybe the problem is just that some people aren't used to playing like this. If you ask me, it provides for the most accurate and satisfying shooter gameplay on a handheld and I for one don't have a problem with it. And if you REALLY want to complain about wristache inducing controls on a handheld game, go play Monster Hunter or Peace Walker.

Part of the problem probably isn't so much that the system is heavy; you might be pressing really hard with the stylus and putting strain on your left hand without realizing it. After a while you should learn how to comfortably hold the system with one hand naturally.

It's not really about wrist strength, it's awkward movements and stresses. The shoulder buttons are really awkward if you have big hands, and even worse if you are only using one hand to hold the device. It's not impossible, I did play MP:H a decent amount, but I always felt like I was fighting the interface. Stick a touchscreen on a full-sized ergonomic controller like the 360, with a real trigger and it would be an entirely different story. I can use a 360 controller until I fall asleep from exhaustion.

I really wish they would have had a less portable "home" version of the 3DS, with more traditional controller parts and a bigger battery.

It's not really about wrist strength, it's awkward movements and stresses. The shoulder buttons are really awkward if you have big hands, and even worse if you are only using one hand to hold the device. It's not impossible, I did play MP:H a decent amount, but I always felt like I was fighting the interface. Stick a touchscreen on a full-sized ergonomic controller like the 360, with a real trigger and it would be an entirely different story. I can use a 360 controller until I fall asleep from exhaustion.

this is more of an issue with the system than with the game, though. The old DS was pretty large and a bit rounder, so it actually felt more comfortable to use with those types of games. I can understand with a system shaped like the later DS models or the 3DS it might be less comfortable, but in no way should that be considered a valid criticism of the game when someone with smaller hands doesn't come across the same problems as someone else with bigger hands. Sounds like we're waiting on the 3DS XL here.

Played for a couple hours today. Hand didn't really cramp up but it took a little while to get used to the turning mostly. I played for a solid hour and at first the controls didn't exactly click. Then I came back after a little break and replayed the first 2 stages at a higher difficulty and the controls were somehow easier. It's a really fun game with lots of loot and replayability.

I only tried one multiplayer match against some randoms and I found it quite chaotic but somehow I managed to win. There's all kinds of rules about weapon power and balance. Seems like it could be fun to organize a good team with friends and make a coherent strategy.

I seem to be the only person for whom Nintendo's pack-in plastic stand makes a big difference. I really enjoyed Metroid Prime Hunters back on the DS but found it uncomfortable to play for 30 minutes or more. The same issue for the same reason occurs with Kid Icarus but the stand neatly solves the problem for me.

The fundamental gameplay foundation is strong but not exceptional. The full development of that gameplay though, the attention to detail and production values and extras and multiplayer, they do add up to more than the sum of their parts.

Do reviewers ever check the options menu before they complain about controls? From the looks of Kid Icarus reviews, I'd say no. You call yourself seasoned gamers, and you don't immediately go into the options menu? I take it you don't play on a PC very often. (Auto-Detect Graphics settings are FAIL.)

You can adjust the sensitivity of the X axis during the ground missions, which should solve most of your looking problems.ANDThere ARE control schemes that you don't even need the stylus for.ANDIf you're really going to be a wimp about it, there's an "Autoshoot" option and an "Auto-Lockon" option literally eliminating 100% of the control issues.

Not to mention, the game comes with a stand for a reason. At least you gave credit where credit is due. 82 isn't bad for a 3DS game. Imagine what it would have if reviewers bothered to check the options menu.

Tridus wrote:

Shame it's on the 3DS, sounds like the platform is holding the game back. Not the first time that's happened with Nintendo lately.

Oh well. I sure wish Nintendo would put their games on some other hardware so I could actually play it, but I'm not blowing money on a 3DS.

How is the platform holding the game back, at all? The 3D is incredible. ESPECIALLY in Chapter 5. Playing that without the 3D gives such a small fraction of the experience. Playing Kid Icarus at PAX East is why I wanted a 3DS in the first place. It's the first First-Party Title in a long time that hardcore gamers can really sink their teeth into.

What's a shame is how people insist on avoiding the 3DS/DS despite the massive amounts of games they wish were on other systems.

Do reviewers ever check the options menu before they complain about controls? From the looks of Kid Icarus reviews, I'd say no. You call yourself seasoned gamers, and you don't immediately go into the options menu? I take it you don't play on a PC very often. (Auto-Detect Graphics settings are FAIL.)

You can adjust the sensitivity of the X axis during the ground missions, which should solve most of your looking problems.ANDThere ARE control schemes that you don't even need the stylus for.ANDIf you're really going to be a wimp about it, there's an "Autoshoot" option and an "Auto-Lockon" option literally eliminating 100% of the control issues.

Not to mention, the game comes with a stand for a reason. At least you gave credit where credit is due. 82 isn't bad for a 3DS game. Imagine what it would have if reviewers bothered to check the options menu.

Tridus wrote:

Shame it's on the 3DS, sounds like the platform is holding the game back. Not the first time that's happened with Nintendo lately.

Oh well. I sure wish Nintendo would put their games on some other hardware so I could actually play it, but I'm not blowing money on a 3DS.

How is the platform holding the game back, at all? The 3D is incredible. ESPECIALLY in Chapter 5. Playing that without the 3D gives such a small fraction of the experience. Playing Kid Icarus at PAX East is why I wanted a 3DS in the first place. It's the first First-Party Title in a long time that hardcore gamers can really sink their teeth into.

What's a shame is how people insist on avoiding the 3DS/DS despite the massive amounts of games they wish were on other systems.

Yeah, I've been reading about this game, and it seems there are sufficient customizable control options (including non-stylus modes) for everyone. This review appears to complain solely about the default controls without even trying other options.

Not sure if anyone will still read this thread but I've played for about 10 hours over the weekend and the game is really just blowing my mind. I can't stop thinking about it and I haven't felt this way about a game since Dark Souls. This is one of the most content heavy and deep games I've played regardless of platform. It's like an onion that you peel and are introduced to more and more layers. There's an endless amount of loot to find, buy, and modify. The weapon types are all different enough that it changes your play style. The fusion system allows you to create weapons and transfer abilities similar to demon fusion in the Persona or SMT games. There's hundreds of achievements and collectibles if that's your thing. Then there's a full multiplayer mode that allows you to use your own weapons without being completely unbalanced (the more powerful your weapon the more susceptible you are to damage) and plays like Smash Bros. meets Virtual On in the best way you can imagine.

The singleplayer campaign is longer than any other action game I've played in recent years. The difficulty system encourages you to replay levels by blocking off certain areas of the stages with gates that are only accessible at higher difficulties. Beyond the gates there is better loot but the higher intensities are really fuckin hard. There's also a risk to this though as any time you enter a stage you put up a wager of hearts and the higher the difficulty you choose, the more hearts you'll lose if you die. Also, the flying sections are fun and just pure eye candy. It's somehow graphically impressive way beyond its platform.

So here is my experience with the controls and actual gameplay: At first, you might honestly hate them and there is a learning curve that is higher than most games. This isn't really a game that's pickup and play friendly to beginners. This is more like playing a fighting game on a pad for your entire life and then having to relearn on an arcade stick (maybe not that extreme). For the first couple hours I wasn't comfortable with the camera or dashing. My main issue with the camera was that the sensitivity was too low and I was able to fix it in the options. I want to make more subtle movements as the way I hold the 3DS doesn't give my stylus hand free range of movement all over the screen but it's most comfortable for me. My second issue was with movement and dashing when I didn't want to dash. The way dashing works is to just quickly flick the analog slider in the direction you want to go but I kept doing it on accident when things got hairy. Over time I've adjusted and it's not so bad now. Another thing I've learned is that it pays to take the ground sections more slow and deliberate since timing is key. You need to be able to catch the surprises and must pay constant attention or the higher difficulties will seem impossible.

Overall I think it would be a shame if anyone passes it up due to its admittedly eccentric controls. The reward is there if you're willing to put time into it. I was able to find the game for $29.99 over the weekend and yet there's more to it than most $60 dollar full console releases!

Not sure if anyone will still read this thread but I've played for about 10 hours over the weekend and the game is really just blowing my mind. I can't stop thinking about it and I haven't felt this way about a game since Dark Souls. This is one of the most content heavy and deep games I've played regardless of platform. It's like an onion that you peel and are introduced to more and more layers. There's an endless amount of loot to find, buy, and modify. The weapon types are all different enough that it changes your play style. The fusion system allows you to create weapons and transfer abilities similar to demon fusion in the Persona or SMT games. There's hundreds of achievements and collectibles if that's your thing. Then there's a full multiplayer mode that allows you to use your own weapons without being completely unbalanced (the more powerful your weapon the more susceptible you are to damage) and plays like Smash Bros. meets Virtual On in the best way you can imagine.

The singleplayer campaign is longer than any other action game I've played in recent years. The difficulty system encourages you to replay levels by blocking off certain areas of the stages with gates that are only accessible at higher difficulties. Beyond the gates there is better loot but the higher intensities are really fuckin hard. There's also a risk to this though as any time you enter a stage you put up a wager of hearts and the higher the difficulty you choose, the more hearts you'll lose if you die. Also, the flying sections are fun and just pure eye candy. It's somehow graphically impressive way beyond its platform.

So here is my experience with the controls and actual gameplay: At first, you might honestly hate them and there is a learning curve that is higher than most games. This isn't really a game that's pickup and play friendly to beginners. This is more like playing a fighting game on a pad for your entire life and then having to relearn on an arcade stick (maybe not that extreme). For the first couple hours I wasn't comfortable with the camera or dashing. My main issue with the camera was that the sensitivity was too low and I was able to fix it in the options. I want to make more subtle movements as the way I hold the 3DS doesn't give my stylus hand free range of movement all over the screen but it's most comfortable for me. My second issue was with movement and dashing when I didn't want to dash. The way dashing works is to just quickly flick the analog slider in the direction you want to go but I kept doing it on accident when things got hairy. Over time I've adjusted and it's not so bad now. Another thing I've learned is that it pays to take the ground sections more slow and deliberate since timing is key. You need to be able to catch the surprises and must pay constant attention or the higher difficulties will seem impossible.

Overall I think it would be a shame if anyone passes it up due to its admittedly eccentric controls. The reward is there if you're willing to put time into it. I was able to find the game for $29.99 over the weekend and yet there's more to it than most $60 dollar full console releases!

You're not alone! I completely agree with you about this game! Anyone out there reading this, do yourself a favor and try out this game! It's an instant classic!

Kyle Orland / Kyle is the Senior Gaming Editor at Ars Technica, specializing in video game hardware and software. He has journalism and computer science degrees from University of Maryland. He is based in the Washington, DC area.